An established trade route is represented by a tiny ship travelling between the connected systems. If you persist in destroying those ships, the trade route will eventually be lost to your enemy. Putting a couple of combat ships on auto-attack should work well.
Henrik Sthl
The AI does not seem to consider fully how developed a starbase is when setting a price. Maybe that's a bug?
1.05 Right after culturally assimilating the last Altarian planet, I got a message that they had decided to surrender to me. While satisfying, I believe that this was not supposed to happen. Save game available.
In my last 1.05 game I had ship range inconsistencies. A starbase was located in the far right corner off a small map. Without the starbase, my transporters would not reach that sector. However, sometimes (some turns), that sector was marked as "out of range" for my transporters and any attempt to autopilot them to the sector failed with the usual error message. I have a couple of save games, but the error was intermittent, so it cannot be reproduced consistenly even by reloading th
[quote]1) Numerous times when I hit the turn button, the button would change to the "clock" but nothing would happen. I could still move around the map and such, so the game hadn't crashed. I ended up just going into the Domestic Policy screen and then the game would continue.[/quote] I've noted that this seemingly "endless end of turn" sometimes is caused by a colony ship reaching its goal, but me forgetting to "park" it on a planet. I.e. the game is actually expecting user input. Can
I have started quite a few of games now and played one to the finish and have problems with infrequent crashes. I rarely had a crash in 1.04. Apart from that, I find it more balanced to my style of play than previous versions (i.e. I have a harder time winning).
This strategy works very well if you at the same time make sure that all the AI's trade only with you, by bribing them into constant AI-vs-AI wars. Eventually their economy will depend on your trade, at which point you can choose to win in any way you like. I sometimes go for a me-with-all-AIs-alliance just for the challenge.
1.04.60 When intersecting a starbashe ga with a mixed fleet of combat ships and construcors, the starbase construction dialog does not open. Removing the escort and using only the constructors work. Not sure whether this is the intended behaviour.
I agree. Also, after finally breaking loose from the game around ~2 am, I find it hard to sleep since I keep ruminating on how to beat the current game.
I rarely use leases anymore. I guess it depends on your playing style and difficulty level. They are quite disadvantegous at higher diff levels, IMHO. Anyway, I stopped relying on wonders and trade goods and instead focus on getting resource starbases. And I don't care about the early game rush - it is just too easy to grab resources off recently destroyed starbases later in the game. Or just buy them outright from the AI (~10k gc's).
If you press space bar too quickly on the invasion screen, galciv hangs.
In one single turn: Take out their resource starbases, immediately build maxed out starbases of your own and the sue for peace giving them a few trade goods.
I've won a few games now on maso/tiny/rare, where I had only one planet for a long time. The key seems to be war-mongering: 1) Rush for Trade and send out freighters to the nearest, most powerful, civs. 2) Act broker; buy and sell everything to everyone and try to stay on top. Research whatever the AI doesn't to make sure you always have something to bribe him with. Try to get hold of a trade good. One will do. 3) As soon as the AI's start trading with each other, brib
If you want to get rid of a colony ship, try to "colonize" one of your own already colonized planets with it. The ship disappears and the population is transferred to the planet.
Latest version as of 6-9-03. I-league message appears, but no planet defects. A few turns later one of my planet defect. I-league inaccessible through diplomatic screen "All minors dead" reported instead. Save game and debug.err available.
The numbers do round down. I generally take economy, trade´or (my favorite) speed enhancements instad. I agree that the extra 2% seem overpriced, but on the other hand one single raise in PQ makes a huge difference and raising all PQ15 planets one step may make all the difference in the world.
I too play on crippling, and I trade techs every chance I get, both selling and buying. The AI's will often trade with each other, so why not beat them too it and act broker. You may get techs "for free" by buying them from race A and selling to race B. Or with high diplo, even make a small profit. I do not wait for higher cash prices - money in the pocket now is worth more than possible money later. Waiting may just result in an AI doing the trade before you. Note that on easi
Also, if the crash happens at the start of your current turn, you may try CariElfs workaround: If anyone is getting a crash at the beginning of your turn, try deleting the events.civ0 file from your save game before loading it.
In that case I'll never make it; I just find it more fun to play at Intellitent, which allows me to be more diverse strategy wise due to the less-than-cutthroat competition. Not that it matters. My Galciv rank is far above my real life one (and I deserve it far less) :D
Or just a screen dump with the offending offered trade. A couple of games back, I saw a weird line in my debug.err: Debug Message: Year: 2182. Yor Collective traded Controlled Gravity to the Drengin Empire in exchange for Corvette Technology Wouldn't I have liked to make that trade? :-)
Ship marker color on minimap is sometimes wrong. I think it only happens when a ship is on a border between two sectors. It returns to the correct color after a while. I have a screenshot in case someone wants proof.
Can't seem to remember that this has been discussed. Anyway; what do you build and in what order? And why? I favor PQ, economy and morale buildings and hardly ever build something else. I find it more efficient to keep down maintenance costs than to optimize colonies for ship building, research etc. Social and military production is boosted through star bases instead of social improvements. The PQ and pure economy enhancements are freebies with their zero mainenance, so I usual
Diplomacy is great! I'm able to win consistently in 1.04 at Painful by bribing the AI's to attack each other all the time. This keeps them from forming trade router to each other, effectively making sure that all their trade goes through me, which in turn means that they are very reluctant to declare war on me. Don't even need a deterrent navy. And their constant wars mean that they soon lag behind in technology.
Late game build queues are still messed up. If you have a longish (15+ ?) build queue and try to delete an item by clicking it, the wrong item is deleted from the queue. This bug has been around forever.
Late game problems, possibly overflow: - A minor civ appeared which I immediately invaded. The star system had 5 planets. The PQ > 15 planet was shown as normal, the other four had no picture. - About the same time in the game, space monsters escaped from the zoo. Invisible space monsters. Luckily, they could be found by the "flash" after they got injured. Double clicking them to try to bring up info had no effect. I have a ~900 kN debug.err with some info in it. Let m